Warlock
Base Class: Warlock

The Great Spirit of the Forest, Mother Gaia, The Earth Mother and many spirits that have the wilderness as their domain of influence can make this pact with you. The spirits grand you the edge you need when exploring the dangers that threats the wilderness, and nature in general, and you become their devoted servant and guardian.

Pact Spells

Spells by Level

  • L1-Animal Friendship, Entangle

  • L2-Protection from Poison, Hold Person

  • L3-Daylight, Call Lightning

  • L4-Freedom of Movement, Conjure Woodland Beings

  • L5-Commune with Nature, Wrath of Nature

Servant of Nature

Starting at 1st level, you learn one cantrip of your choice from the Druid's spell list. You also gain proficiency with one of the skills from: Nature, Animal Handling, Medicine, or Survival. And you also know Sylvan.

Cordon of Nature

Starting at 3rd level, as a bonus action, you can conjure four grasping vines that sprout out from the ground in a 15-by-15 ft around you. You choose which other creatures aren't affected by the effects of this ability. Enemy creatures that walk or appear, enters or start their turn in a 15ft radius around each of the grasping vines must succeed on a Dex save vs spell DC, or they get pulled in and considered restrained. At the end of their turn where they can try and free themselves making a Str save vs spell DC. The vines stay for 10 minutes. At the end of the duration they go back into the earth where they came from and the effects end.

You can use this ability only once and again after a long rest.

Protection of the Wild Spirits

Starting at 6th level, you gain resistance to one elements' damage type from: fire, cold, acid, lightning or thunder. You can change it to a different one in between a long rest. In addition, when a friendly creature you can see within 30ft from you takes your type of elemental damage, you can use your reaction to forgo your resistance and pass it to that creature for the rest of the turn and until the start of your turn.

Thorny Guardians

Starting at 10th level, whenever an enemy creature is restrained by your 'Cordon of Nature', it also takes 1d6+Cha piercing damage as magical sharp thorns grow from the grasping vines. The damage is considered magical for overcoming magic resistances and immunity to non-magical damage. A creature takes this damage when it's first becomes restrained and at the start of their turn, if they are still restrained by the grasping vines.

The damage increases to 2d6+Char when you reach 18th level.

Ancient Spirit

Starting at 14th level, you let the spirits of Nature possess you for 1 minute granting you those benefits bellow:

  • You can see 120ft into the Ethereal Plane.

  • The ground 30ft around you is considered a magical difficult terrain for enemies only.

  • You and allies inside a 30ft radius from you regain hit points equal to 2 + Charisma modifier at the start of your turn for the duration. In addition, unconscious allied creatures also become conscious with 1hp at the start of your turn inside the radius.

  • Beasts and plants have disadvantage on saves against any effect from you that try to charm or frighten them.

 

After using this ability, you can only use it again after you have taken a long rest.

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